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Thread: Elite : Dangerous

  1. #833
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    Re: Elite : Dangerous

    https://forums.frontier.co.uk/showthread.php?t=118907

    Update on the official forum


    "Hi everyone,

    The beta release for update 1.2 is rapidly approaching and I have some more details to share in this week’s update.

    First let’s look at some more details on the Wings functionality – Wing Beacons. Player wings exist to enable cooperative game play. One of the neat features wings use to support this notion is the wing beacon. This nifty little device allows you to send a signal from normal space into the system’s super cruise environment.
    Your wing will be able to see the signal - regardless of distance - as long as they are in super cruise in the system; they can use it just like a wake and drop down to your location.

    The wing beacon also leaves the door open for future updates to trigger game events from it, such as distress calls to nearby Commanders and AI ships for example. But right now it makes all the difference when you drop into your wing’s system; with a simple flick of a switch, your team members will be able to instantly lead you to their position.

    Wings also brings an overhaul for comms. The most obvious change is the ability to transmit open broadcasts. Such text messages will now be received by all ships nearby. Of course, you can toggle your ship’s ability to receive such broadcasts at will.

    We’ve also popped in some text line syntax, allowing you to /T talk directly to the ship you’ve targeted, /R respond to the ship that last talked directly to you, as a well as /W talk to your wing. When you join a wing, you will by default send communications to them, but you can quickly toggle this option when you type your message.

    Another change related to comms is that commanders docked in starports will now remain on your contact list so you can chat with them while docked.

    Another aspect we’ve looked into is the operating costs on ships, so in 1.2 we’ve performed a balance pass on repair costs. This change should really help Commanders make profit from combat roles: as long as they don’t die, their repair costs should not eat away all of the profit they might be making from bounties and the like.

    Balancing the various economies and risks in the game is an ongoing affair, so this probably won’t be the last change we make, but we believe lowering repair costs is on the safer side, so it’s a good candidate to test out and bed in first.

    We’ve also added a cool new feature for people with damaged modules. We’re activating diagnostics repair-reboot functionality on all ships. Whilst still not a match for an automatic field-maintenance module, this function allows a ship to reboot and jury-rig completely broken modules, getting them back up and running at a couple of percent health. Of course, there’s a cost: for every percent of health repaired, another, healthier module will be stripped of double this amount as components are cannibalised.

    For people wanting to take screenshots or look at their own ships we’re also unlocking a debug camera. This allows you take limited control of the camera outside of your ship. This isn’t a gameplay camera and is purely a debug function to allow players to see their ship.

    Looking beyond the 1.2 release we have the Mac beta, still scheduled for the end of March. Beyond that we have the 1.3 update and we’ll share more information on that update ‘soon’.

    Thanks

    Michael"
    "A society grows great when old men plant trees whose shade they know they shall never sit in."


  2. #834
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Managed to find a system with pristine reserves, and mining still sucked. Perhaps I am missing something, but I have read up and watched videos on the subject. I managed to get a few tons of silver which was worth something, but mostly it wasn't much better than the major reserves planet I was on before.

  3. #835
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    Re: Elite : Dangerous

    Quote Originally Posted by DanceswithUnix View Post
    Managed to find a system with pristine reserves, and mining still sucked. Perhaps I am missing something, but I have read up and watched videos on the subject. I managed to get a few tons of silver which was worth something, but mostly it wasn't much better than the major reserves planet I was on before.
    Basically the economy is still unbalanced and probably wont get a look until 1.3 maybe. They really need to sort out exploring, mining, bounty hunting and smuggling. The only way to really progress if you want a 'better ship' is to trade. Its only natural for people to want to invest their time in the most efficient way.

  4. #836
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by rob4001 View Post
    Basically the economy is still unbalanced and probably wont get a look until 1.3 maybe. They really need to sort out exploring, mining, bounty hunting and smuggling. The only way to really progress if you want a 'better ship' is to trade. Its only natural for people to want to invest their time in the most efficient way.
    Very true. I am currently flying my Viper back to my "Home" system, at which point if I strip all the A class kit out of the Viper, Asp and Cobra then I could just about buy a Type 7 to go trading in. Kind of thinking that is my only sensible option right now.

    Should have watched the clock, but I probably spent 1.5 hours mining and got about 80K for it? In the Asp I can move 80T of gold from one system to the next one over and make the same.

    Exploring is fun and I find it fairly relaxing in the Asp where interdictions aren't really a problem. But mining just seems such a lousy return atm that I think it spoils the fun.

  5. #837
    Drum & Bass Till I Die deejayburnout's Avatar
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    Re: Elite : Dangerous

    Not had much time to play with my Asp since my DJ mixer has been fixed. Last time in played I made a couple of million and spent it on parts pimping it out. Need another 5mil for the best frame shift drive. Oft.
    Better to Burn out than Fade Away
    Check out my Youtube channel - Crispy Crisperson

  6. #838
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    Re: Elite : Dangerous

    "A society grows great when old men plant trees whose shade they know they shall never sit in."


  7. #839
    Treasure Hunter extraordinaire herulach's Avatar
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    Re: Elite : Dangerous

    Is that you? If so you need to target the power plant/fsd - will save you a good bit of ammo in the long run. Probably not vs clippers as they're like tinfoil, but certainly vs. dropship up its essential.

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    Re: Elite : Dangerous

    Yep thats me. I do sometimes but for the most part ,I don't bother. Still 3 minutes for a master clipper isn't too bad especially in a cobra.
    "A society grows great when old men plant trees whose shade they know they shall never sit in."


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    Treasure Hunter extraordinaire herulach's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by erudito87 View Post
    Yep thats me. I do sometimes but for the most part ,I don't bother. Still 3 minutes for a master clipper isn't too bad especially in a cobra.
    Not at all, but if you're going to use gimballed weapons you might as well. Suppose it depends on input method as to how easy it is to do and what guns you're using. I tend to use an all laser load out so it's more important than yours with the kinetics

  10. #842
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by herulach View Post
    Not at all, but if you're going to use gimballed weapons you might as well. Suppose it depends on input method as to how easy it is to do and what guns you're using. I tend to use an all laser load out so it's more important than yours with the kinetics
    What are people using for combat then?

    The crowd goal conflict zone is my first try at proper combat. So far I think I am running at quite a loss, having made about 330K cr, and after an unlucky fight where I lost my thrusters and had to self destruct the ship which cost me 300K cr in insurance I think the ammo and repairs cost puts me below break-even. Still, I am up to Novice which is nice as Mostly Harmless was irritating me

    I have ended up with a Viper with a medium turreted beam laser (to burn down shields) and turreted multi cannons on the other three mounts. The turrets are mainly because they seem to use less power, and even with an A rated power source I seem quite limited. Fragment cannons and seeker missiles were nice, but I found after downing three ships I would have to go back to the space station to reload. The multi cannons seem a bit longer lasting, so I get a couple more claims per sortie.

    Now I have got a bit more combat experience I might have another go with all lasers, just to see if I an stay out longer without running out of shells mid fight. If the power budget works.

  11. #843
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by DanceswithUnix View Post
    What are people using for combat then?
    I generally put a couple of Beam or Burst lasers on small hardpoints (gimballed for now, but will try turretted when I am stonkingly rich). The other hardpoints all get multi-cannons.
    It's not the most powerful setup, but is easy to manage and still pretty effective... plus the multis make beautiful sounds when they rip through your target's hull!!

    I generally create two profiles, one for everything firing at once and another that splits multis on fire 1 with lasers on fire 2. I find that works nicely for power management mid-combat.

    Quote Originally Posted by DanceswithUnix View Post
    The turrets are mainly because they seem to use less power, and even with an A rated power source I seem quite limited.
    What class is the power unit, though?
    I assume you know this, but - You could have an A++++ rated power unit, but if it's only a Class 1 and you can equip a Class 3, it will be utter pants in comparison.

    I also find beefing up your Power Distributor helps, along with sorting out your priorities under the power management tab (I forget what it's called) on the Right UI panel.
    Try dropping FSD down to 3, along with sensors, cargo scoop and anything else you don't readily need in combat. I actually turn some of it off.

  12. #844
    <Insert witty one liner> Kanoe's Avatar
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    Re: Elite : Dangerous

    Currently running 3x Heavy Beam Lasers (gimballed) and 2x Medium Plasma Acc's. Have them split out into 2 groups. Tend to like using the beams to munch shields and then plasma acc's for the hull.

    After repairs, ammo and fuel I was definitely making a loss in a conflict zone.

    I need to get back on havent played for over a week, first PC issues then no internet have kept we away.

  13. #845
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    Re: Elite : Dangerous

    Very curious about this game, but not purchased it as yet. It obviously has quite a following!

    Is this one of those games that will own my life and require me to spend hours upon hours at it, or is it something that you can just have a dabble with for an hour or so once a week and still enjoy?

  14. #846
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    I generally put a couple of Beam or Burst lasers on small hardpoints (gimballed for now, but will try turretted when I am stonkingly rich). The other hardpoints all get multi-cannons.
    It's not the most powerful setup, but is easy to manage and still pretty effective... plus the multis make beautiful sounds when they rip through your target's hull!!

    I generally create two profiles, one for everything firing at once and another that splits multis on fire 1 with lasers on fire 2. I find that works nicely for power management mid-combat.


    What class is the power unit, though?
    I assume you know this, but - You could have an A++++ rated power unit, but if it's only a Class 1 and you can equip a Class 3, it will be utter pants in comparison.

    I also find beefing up your Power Distributor helps, along with sorting out your priorities under the power management tab (I forget what it's called) on the Right UI panel.
    Try dropping FSD down to 3, along with sensors, cargo scoop and anything else you don't readily need in combat. I actually turn some of it off.
    Oh that is with the 3A generator. I think from memory my setup currently is:

    http://www.edshipyard.com/#/L=40M,7u...m4s4s3c,05U7Pc

    So the fuel scoop and discovery unit I used to fly here were sold off so I can use the power elsewhere, saves turning them off Will have to re-configure the craft quite a bit when it comes to flying home again.

    I did ditch the size 2 shield generator that the ship came with and used the size three compartment to fit a bigger one. I don't know if that has really made an improvement.

  15. #847
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by rich835 View Post
    Very curious about this game, but not purchased it as yet. It obviously has quite a following!

    Is this one of those games that will own my life and require me to spend hours upon hours at it, or is it something that you can just have a dabble with for an hour or so once a week and still enjoy?
    As a parent I can only play games that allow dabbling. Yesterday I just logged out in the middle of a conflict zone during a fight, and it made me wait 15s but otherwise the games is pretty forgiving. I otherwise just log out in the middle of an asteroid belt, half way through a docking sequence, middle of nowhere and just come back in when I can.

    There are timed missions that I sometimes avoid because I don't know what I am doing in 2 hours time so short duration won't work for me It doesn't really impact the game enjoyability.

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    Re: Elite : Dangerous

    Made me Chuckle


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